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Flag excalainen February 16, 2012 9:22 AM PST
I'm playing a level 22 pixie brawler fighter and would like to prevent enemies from teleporting out of my grab. What are the most expedient ways to reliably do this?

I found a lair item that prevents teleportation within 10 squares of it but I understand they can't be moved. Can this rule be circumvented by somehow making the item smaller and lighter or hauling it on Tenser's floating disk (it is a statue named Dimensional Anchor)?
Flag ohgoditburns February 16, 2012 9:24 AM PST

Feb 16, 2012 -- 9:22AM, excalainen wrote:

I'm playing a level 22 pixie brawler fighter and would like to prevent enemies from teleporting out of my grab. What are the most expedient ways to reliably do this?

I found a lair item that prevents teleportation within 10 squares of it but I understand they can't be moved. Can this rule be circumvented by somehow making the item smaller and lighter or hauling it on Tenser's floating disk (it is a statue named Dimensional Anchor)?


Feyslaughter weapon?

Flag Jugulator007 February 16, 2012 9:24 AM PST
Or you could use a feyslaughter weapon.
Flag excalainen February 16, 2012 9:28 AM PST
I took monk multi-classing and use only my monk unarmed strike to pummel foes, so that weapon is not an option.
Flag Jugulator007 February 16, 2012 9:37 AM PST
Just get a boar tusk helm, gives unarmed proficiency and d10 damage.  Then use a feyslaughter.  Or just use the feyslaughter as you are now, with the ki implement.  The only time you would have to actually use the stats on the feyslaughter is I'd you had a teleporter (I assume you don't have one every encounter?)
Flag CapitalVices February 16, 2012 10:00 AM PST
Have your party's crafter make you some Dimensional Shackles
Flag Illeist February 16, 2012 11:47 AM PST
Gauntlets of Discontinuity can do it once per encounter, and Foe-Caller Gauntlets have an interesting way of bringing short-range teleporters safely back into your grasp.
Flag Cobolo February 16, 2012 12:03 PM PST
Dimensional Warding

It's a level 6 swordmage utility.  Daily stance that prevents enemy teleportation within two sqaures of the swordmage.  Also enemies further away cannot teleport to a square within 2 of the swordmage.

 Hard to get if you've already multi-classed, but thought I'd mention it anyway.
Flag TheMalteseFalchion February 16, 2012 1:57 PM PST
Assassin's Bane, Warlock Utility 2, creates a burst of no teleport, and prevents some other things.  Requires a sustain minor though, and can not be repositioned. 
Flag Pragm4 February 16, 2012 2:10 PM PST

Feb 16, 2012 -- 9:22AM, excalainen wrote:

I'm playing a level 22 pixie brawler fighter and would like to prevent enemies from teleporting out of my grab. What are the most expedient ways to reliably do this?

I found a lair item that prevents teleportation within 10 squares of it but I understand they can't be moved. Can this rule be circumvented by somehow making the item smaller and lighter or hauling it on Tenser's floating disk (it is a statue named Dimensional Anchor)?


Dimensional Pet.

Flag Infernis February 16, 2012 2:13 PM PST
Blind them all!

Infernis
Flag thespaceinvader February 17, 2012 2:55 AM PST

Feb 16, 2012 -- 2:10PM, Pragm4 wrote:

Feb 16, 2012 -- 9:22AM, excalainen wrote:

Dimensional Pet.



To elaborate: this paragon-level Arcane Familiar's active mode encounter power is to prevent an adjacent creature teleporting as an immeidate interrupt, until the end of its next turn - which is more often than not, enough.

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